Difference between revisions of "Urban Knight's"

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==December 2013==
==December 2013==
15th December 2013- All Survivor Knight's have been turned, A Salt the land policy for key buildings is being implemented.


1st December 2013- In an effort to fully convert the Urban Knight's to an undead group a mini-game has been implemented. All Knight's are to go to Dakerstown if not currently there. All surviving knights are to be hunted down and turned and the survivors are prohibited from using revives. Good luck and Happy hunting.
1st December 2013- In an effort to fully convert the Urban Knight's to an undead group a mini-game has been implemented. All Knight's are to go to Dakerstown if not currently there. All surviving knights are to be hunted down and turned and the survivors are prohibited from using revives. Good luck and Happy hunting.

Revision as of 16:20, 15 December 2013

Urban Knight's
Urban Knight's
Abbreviation: UK's
Group Numbers: 6
Leadership: Zakarus
Goals: Ruining the suburb of Dakerstown
Recruitment Policy: Maximum level
Contact: [Find a Knight]


The Urban Knight's was a survivor group with the goal of clearing up Dakerstown and making it go from a ghost town to a safe suburb again. That goal was accomplished, but with the success came boredom. Now the knight's are a zombie group looking to ruin Dakerstown.

Being a U.K.'s Member

As a member of the Urban Knight's you must abide by our laws. Secondly, this is a Zombie group, as such there are lone wolf Knight's. We all stay within Dakerstown for the most part. As our group grows we may cover an area larger than just one suburb. As this happens a Knight will be chosen to become a Lead Knight of the suburb. LK's will be in charge of their respected suburb.

U.K. Members

Master Knight

Zakarus

Lead Knights

Dakerstown = LittlePinkUnicorn

Knights

Code of Conduct

1. Rank: Respect the ranking system. It's there to help us all coordinate our efforts. There is only one Master Knight. There will be a Lead Knight for each suburb as we expand.

1. PKing: The U.K.'s don't attack Survivors except in retaliation to attacks on our members. Any members who kill survivors will be killed themselves.

2. Sacred Ground Policy: The U.K.'s DO NOT follow the sacred ground policy. Any zombie found anywhere except a designated revive point will be slain immediately.

3. Combat Revives: We DO NOT support Combat Revives. Revives should only be carried out on recognized Survivor members of your Contacts Lists, or at a recognized Revive Point following a DNA scan.

4. Graffiti: The U.K.'s will post the designated barricade levels on the inside of buildings. Outside graffiti will be used to give direction to the nearest entry point on the free-running network. The only exception will be direction to the nearest revive point.


Radio

know what you are talking about Short-wave Radio Info
This group or location has a dedicated radio frequency.

Frequency: 26.26 MHz
Transmitter Coordinates: The Buttle Building (Dakerstown) (4,5)

It is recommended that citizens of Dakerstown tune their radios to:

  • 26.26 - This is the official radio frequency of The Urban Knight's.



Diplomacy

The Urban Knight's are pretty easy to get along with, unless your a survivor, then they'll eat you.

Enemies

The following will be a list of players whom the Urban Knight's will kill on meeting...

Killua Zoldyck | http://urbandead.com/profile.cgi?mode=edit&id=1785765

Ian Sharpe | http://urbandead.com/profile.cgi?id=368517 Crime- Combat Revive

Recent News

December 2013

15th December 2013- All Survivor Knight's have been turned, A Salt the land policy for key buildings is being implemented.

1st December 2013- In an effort to fully convert the Urban Knight's to an undead group a mini-game has been implemented. All Knight's are to go to Dakerstown if not currently there. All surviving knights are to be hunted down and turned and the survivors are prohibited from using revives. Good luck and Happy hunting.

November 2013

27th November 2013- The Urban Knight's have become a mixed group of survivor's as well as Zombies. Please tell the survivor's they need to change groups as this is a zombie group for the most part.

March 2012

1st March 2012- The Urban Knight's have become a zombie group in order to add some fun to Dakerstown. WE were so successful in bringing back Dakerstown from a ghost town that it got boring.

February 2012

13th February 2012- Preparing for Malton's End. Restructuring the ranking system possibly. Stationing more members in Dakerstown

January 2012

31st Jan 2012- Urban Knight's are encouraged to put it in their group spot on their profile so we can appear on the group ranking page.

23rd Jan 2012- Uniforms have always been on the back burner. As soon as the final details of what to wear are decided I'll let you know -Zakarus

22nd Jan 2012- The Urban Knight's are still around. Noone had been keeping up the wiki but now that alot of members have come back the wiki has been updated.

January 2011

1st Jan 2011- The Urban Knight's are now formed. Our numbers are small and recruitment has begun. We will be setting up shop in Dakerstown.

The End of Malton

The citizen's of Malton have had to deal with much throughout the years. We have to jump from building to building risking injuries from falls to avoid the undead. We have to barricade our buildings to sleep safely at night and that sometimes isn't enough from the occasional zombie group. By far the most feared of zombie attacks is the occasional zombie horde that marches from suburb to suburb leaving nothing but death and destruction in it's wake as it makes it's way around the city. The rarest and worst feared zombie attacks are the city ending disasters of multiple zombie hordes working together to destroy all suburbs at once, and one of these city ending scenarios is once again approaching. Malton's End is the newest of these apocalypse scenarios in what is already a hard enough world. Survival in these scenarios depends on preparedness, skill in picking safe places to rest and a great deal of luck. In this section will be advice on what and how much to carry as well as a few other strategies that can be used to survive the end of Malton.

Strategy

A few simple strategies can help one survive the end of Malton

1.) The simplest of these strategies is to idle out. You can't be killed if you aren't there. Some might frown upon this, but given how the Hordes are organizing it might be the best strategy.

2.) Camp out in ruined buildings. In a End of the game scenario most of the buildings will be destroyed/ruined with the doors wide open. If you are sleeping in the only barricaded building in the entire suburb you tend to stick out. Feel free to close the doors to keep the lesser zombies from investigating and while your at it close a few other doors in the suburb to confuse any passing zombies.

3.) Move around often and keep your eyes out for powered police departments and hospitals. Others may not know that an apocalypse scenario is taking place. If you see a powered building then hurry and get some supplies but do not sleep there.

4.) Preparedness is key carrying the right supplies can give you an edge come the end. A toolbox a generator and fuelcan can allow you to rebuild a building and resupply as well as giving others a chance to do the same. Malls would be best as they allow the most items to be found, but a Necrotech building is good as it allows revives to happen and then survivors to be reintroduced to a suburb.

Supplies

To Best survive a end-game scenario here is a list of supplies to carry to increase your odds. You may wish to add or change out a few items at your preference, but keep in mind this list adds up to 100% carrying capacity so that when an item is used another an be found to replace it. Picking up a generator late and exceeding max encumbrance may seem like a good idea, but then once other items are used they won't be able to be replaced until encumbrance falls below 100% again.

Weapons

(1) Fireaxe- A fire axe does the most damage per AP for a melee weapon and can allow a survivor to kill a Zombie with enough AP left to hide in a building.

(5) Pistol- It is easier to find one pistol clip than six shotgun shells and since survivors are encouraged to not camp in PD during an end-game scenario this leaves AP to be spent hiding.

General Supplies

Flak Jacket- To avoid being easily PK'd

DNA Extractor- To avoid wasting syringes on Brain-Rotted zombies

Toolbox- To repair building damage and increase search rates

Radio- Set to either a suburbs frequency or a local survivor group s you can know asap when a place becomes safe

(5)First Aid Kits- Enough to cure multiple survivors infections and still have one or two for yourself

(5) Syringes- Reviving survivors at designated Revive Points is the best way to retake a suburb

Portable Generator- Allows survivors to make a foothold in a suburb with the benefit of increased search rates

Fuelcan- For powering the generator


Urban Knights-1-.png Urban Knight's
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